Warning:contains swearing and rage :< Really sucks to miss jumps and such. Much to improve on. I am pretty sure I can catch calebhart52 as I now know the boss fights a bit better as well as the Wily fight.

HAS SPOILERS

The game overall is good. However, I don't think it makes a good main Mega Man title. The plot is completely detached from the ongoing storyline of the main titles(there is definitely loose continuity between all the main titles) and feels very Saturday morning anime. Again, it is a good title, just not "Mega Man 11" to me.

Anyway, I will continue to grind this out to catch top on leaderboards. :>

Started streaming again. Hit a count of 9 viewers which is awesome as I haven't streamed in a year and they were all returnees except one new guy!I will be swapping back and forth between Terror from the Deep and LTTP Randos every night.

Found this the other day. Proves extremely useful and easy to use for swapping colors for tunics, weapons, etc. in Zelda fangames.Although Pixelated_Pope doesn't exactly say how to implement in a project, the best way I found was to create a Parent Object that has a default palette and necessary variables.

So, put everything you need in a Create Event for a Parent Object.

Next, place palette codes(and script calls) in a Draw Event for the Parent.

If you need to override the defaults or Draw, call event_inherited(); first in the child object, then place code for that specfic object after.The palettes is completely upto you how you want to layout colors. They have to be descending per image with addition columns that you want to cycle through. All you have to do is place colors you want to swap in the same row.

Example:The infamous black outline on sprites could always be the first color. If you want to change it to orange, the point 0,0 in the palette sprite would be black then point 1,0 would be your flavor of orange. If you wanted a green, point 2,0 in the palette sprite would be your flavor of green and so on.

In attachments. Contains the low poly 3d model of Link from Ocarina of Time with my beginner level rigging on it.I would for someone with more knowledge to fix the rigging a bit so that it poses better without piece protruding through each other.

It is a .blend file(what....I love free software!).

Tried to pose it in a starting to run frame

Anyways, would love to get involvment with this so that ZFGC can have something most(if any) resource website does not have: an archive of working rigged models from the 3d titles!Credits to tSR for the model, btw.

Mostly Mega Man VII with a touch of older titles as well as some original techniques. Not Capcom approved. Done for learning purposes.

Created as an off-shoot of my Zero Engine, I wanted to see just how flexible Zero Engine is. This is the result. I spent a few hours on this. I really enjoy the direction it is going, so I believe it is time to make a release to let people break it as I am sure there are glitches.

CONTROLS:-Enter to pick a selection-WASD act as directional keys-J to fire/charge Buster-K to jump/slide-L to force slide if you prefer a separate key-O to force take 10 damage

POSSIBLE FAQ?

No, I am not changing input anytime soon. It has zero priority right now as the setup I am running works for me. Will be changed to a global changeable input system(running off an ini) later.

No, this is not going to be a perfect Mega Man 7 engine. I am putting my own little spin on it. If it bothers you, go play Mega Man 7 - it's a nice game.

"Why are you doing this like xxxxxxx?" Read the previous statement.

"When are you releasing the source?" As soon as I get the code commented in a way that anyone could follow along. Right now, it just has basic stuff like "//Jumping !@#$%" or "//reset globals" which just helps me jump around like an index.

CLOSING THOUGHTS:Go buy some damn Mega Man games to convince Capcom the franchise isn't dead. I think I have almost bought every NA virtual release I can get. Buying used cartridges/discs does nothing except grow a collection.

-added water to walk in(puts the LTTP splash looking water around Link as he is in the pool of water)-placed high XP enemies in dungeons on a respawn cooldown What this means is that just like Zelda II NES, you cannot farm high XP dungeon enemies unless you leave/re-enter a dungeon-keys based on enemy kill now implemented-Guma enemy idea added Gumas are the Chewbacca looking guys that threw flails at you in Zelda II NES. My idea that is 100% implemented are the fire ball shooting griffon like enemies that are on Death Mountain in LTTP. However, they maintain a movement pattern like Zelda II Gumas and thus spam fireballs to compensate for being slow.-Stalfos are in the game and almost done. Their movement is still a little bit funky. I think I also want to speed them up.-Darknuts/Ironknuckles are temporarily in the game. They cause no damage and can only be killed in the Debug room with the Lightning Medallion.

To Do:-finish laying out some enemies in Parapa-finish out sandpit enemies-finish Iron Knuckles(FS/FSA sprites seem to fit better than MC sprites, so might use those instead)-implement holes to fall into-implement the falling bridge that were in dungeons in Zelda II NES-add some NPCs to Saria-make a cool little mini dungeon for the North Ruins for the Saria statue quest-work on Keese movement-implement P bags(or decide to change P bag locations to Heart Pieces - still debating)'-add Parapa Desert Heart Piece

UPDATE:-Parapa now fully functional(doors/blocked doors/locked doors all operate as they should);-Saria mapped and added to Overworld-Rauru Interiors mapped and added-Prostitutes, I mean uh, "nurses" that healed you in original Zelda II replaced with Great Fairy Shrines(screenshot)-textbox engine completely revamped under the hood-nearly completed laying out the animated tiles in the current Overworld-started the AI for Keese

Not flawless my any means, but all of Parapa Palce should now be explorable!Skipping in-depth notes for now. Just note:File 1 does the entire "new game" cycle.File 2 now skips you straight to the second to last room in Parapa Palalce(right before boss).File 3 is still debug rooms.

-locked doors implemented-some graphical depth issues in Parapa taken care of-anti fairies added 100%-darknut AI started-enemy layout in Parapa except darknut, stalfos, and mace thrower(forgot the name off the top of my head) complete.Other three not added since no AI for them yet.-puzzle doors started-started mapping out Rauru houses